Template Overview
Below is the template that will be used for MBAACC in the event you want to contribute information to a respective character. Each section is filled out with instruction on where to place your text of information. Starting from "=Additional Resources=" copy the format and go from there
Additional Resources
Match Video Database
Players to watch/ask
JP:
- Text goes here after asterisk
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NA:
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Overview
Strengths Weaknesses
Strengths
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Weaknesses
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- Place text here be sure to use "*" for each point*
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General Gameplan
Place text here*
Neutral
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Pressure
Place text here
Okizeme
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Defense
place text here*
Combos
/* template for combo notations */
Starters
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent,
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text
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text
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Meter Gained: text |
Meter Given (vs C-Moon): text |
*text after asterisk |
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Enders
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent,
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text
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text
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Meter Gained: text |
Meter Given (vs C-Moon): text |
*text after asterisk |
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OTG Pick ups
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent,
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text
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text
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Meter Gained: text |
Meter Given (vs C-Moon): text |
*text after asterisk |
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Normal Combos
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent,
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text
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text
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Meter Gained: text |
Meter Given (vs C-Moon): text |
*text after asterisk |
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Corner Combos
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent,
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text
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text
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Meter Gained: text |
Meter Given (vs C-Moon): text |
*text after asterisk |
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Frame Data Help
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Header
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Tooltip
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Move Box Colors
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Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.
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Damage
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Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
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Red Damage
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Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage.
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Proration
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The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
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Circuit
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Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
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Cancel
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Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
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Guard
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The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
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Startup
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Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
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Active
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The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
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Recovery
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Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
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Advantage
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The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.
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Invul
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Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
Invicibility:
- Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties:
- Full = No hurtboxes are present.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Properties
- Clash = Frames in which clash boxes are active.
- Reflect = Frames in which projectile-reflecting boxes are active.
- Super Armor = Frames in which the character can take hits without going into hit stun.
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Normal Moves
Standing Normals
Text
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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Text
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Text
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Text
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Text
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Text
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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Text
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Text
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Text
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Text
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Text
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Text
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Text
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Universal Mechanics
Text
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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Text
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Text
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Text
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Text
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Text
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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Text
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Text
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Text
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Text
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Text
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Text
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Text
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Special Moves
Text
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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Text
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Text
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Text
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Text
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Text
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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Text
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Text
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Text
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Text
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Text
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Text
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Text
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Arc Drive
Text
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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Text
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Text
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Text
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Text
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Text
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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Text
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Text
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Text
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Text
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Text
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Text
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Text
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Another Arc Drive
Text
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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Text
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Text
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Text
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Text
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Text
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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Text
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Text
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Text
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Text
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Text
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Text
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Text
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Last Arc
Text
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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Text
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Text
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Text
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Text
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Text
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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Text
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Text
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Text
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Text
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Text
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Text
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Text
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